Files
fs2open.github.com/code/graphics/opengl/ShaderProgram.cpp
asarium 016c07dc3a Add feature to execute Lua coroutines at specific points
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.

This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
2020-06-06 21:29:48 +02:00

297 lines
8.2 KiB
C++

//
//
#include "ShaderProgram.h"
#include "graphics/opengl/gropenglstate.h"
namespace {
/**
* Retrieve the compilation log for a given shader object, and store it in the GLshader_info_log global variable
*
* @param shader_object OpenGL handle of a shader object
*/
SCP_string get_shader_info_log(GLuint shader_object)
{
GLint length;
glGetShaderiv(shader_object, GL_INFO_LOG_LENGTH, &length);
if (length <= 0) {
return SCP_string();
}
SCP_string info_log;
info_log.resize(length);
glGetShaderInfoLog(shader_object, (GLsizei) info_log.size(), nullptr, &info_log[0]);
// Remove trailing null character
info_log.resize(info_log.size() - 1);
return info_log;
}
/**
* Retrieve the compilation log for a given shader object, and store it in the GLshader_info_log global variable
*
* @param program_object OpenGL handle of a shader object
*/
SCP_string get_program_info_log(GLuint program_object)
{
GLint length;
glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &length);
if (length <= 0) {
return SCP_string();
}
SCP_string info_log;
info_log.resize(length);
glGetProgramInfoLog(program_object, (GLsizei) info_log.size(), nullptr, &info_log[0]);
// Remove trailing null character
info_log.resize(info_log.size() - 1);
return info_log;
}
/**
* Pass a GLSL shader source to OpenGL and compile it into a usable shader object.
* Prints compilation errors (if any) to the log.
* Note that this will only compile shaders into objects, linking them into executables happens later
*
* @param shader_source GLSL sourcecode for the shader
* @param shader_type OpenGL ID for the type of shader being used, like GL_FRAGMENT_SHADER_ARB, GL_VERTEX_SHADER_ARB
* @return OpenGL handle for the compiled shader object
*/
GLuint compile_shader_object(const SCP_vector<SCP_string>& shader_source, GLenum shader_type)
{
GLuint shader_object = 0;
GLint status = 0;
SCP_vector<const GLcharARB*> sources;
sources.reserve(shader_source.size());
for (auto it = shader_source.begin(); it != shader_source.end(); ++it) {
sources.push_back(it->c_str());
}
shader_object = glCreateShader(shader_type);
glShaderSource(shader_object, static_cast<GLsizei>(sources.size()), &sources[0], NULL);
glCompileShader(shader_object);
// check if the compile was successful
glGetShaderiv(shader_object, GL_COMPILE_STATUS, &status);
auto info_log = get_shader_info_log(shader_object);
// we failed, bail out now...
if (status == 0) {
// basic error check
mprintf(("%s shader failed to compile:\n%s\n", (shader_type == GL_VERTEX_SHADER) ? "Vertex" : ((shader_type == GL_GEOMETRY_SHADER) ? "Geometry" : "Fragment"), info_log.c_str()));
// this really shouldn't exist, but just in case
if (shader_object) {
glDeleteProgram(shader_object);
}
throw std::runtime_error("Failed to compile shader!");
}
// we succeeded, maybe output warnings too
if (info_log.size() > 5) {
nprintf(("SHADER-DEBUG", "%s shader compiled with warnings:\n%s\n", (shader_type == GL_VERTEX_SHADER) ? "Vertex" : ((shader_type == GL_GEOMETRY_SHADER) ? "Geometry" : "Fragment"), info_log.c_str()));
}
return shader_object;
}
void link_program(GLuint program) {
glLinkProgram(program);
GLint status;
// check if the link was successful
glGetProgramiv(program, GL_LINK_STATUS, &status);
auto log = get_program_info_log(program);
// we failed, bail out now...
if (status == GL_FALSE) {
mprintf(("Shader failed to link:\n%s\n", log.c_str()));
throw std::runtime_error("Failed to compile shader!");
}
// we succeeded, maybe output warnings too
if (log.size() > 5) {
nprintf(("SHADER-DEBUG", "Shader linked with warnings:\n%s\n", log.c_str()));
}
}
GLenum get_gl_shader_stage(opengl::ShaderStage stage) {
switch(stage) {
case opengl::STAGE_VERTEX:
return GL_VERTEX_SHADER;
case opengl::STAGE_GEOMETRY:
return GL_GEOMETRY_SHADER;
case opengl::STAGE_FRAGMENT:
return GL_FRAGMENT_SHADER;
default:
UNREACHABLE("Unhandled shader type found!");
return GL_NONE;
}
}
}
opengl::ShaderProgram::ShaderProgram(const SCP_string& program_name) : _program_id(0), Uniforms(this) {
_program_id = glCreateProgram();
opengl_set_object_label(GL_PROGRAM, _program_id, program_name);
}
opengl::ShaderProgram::~ShaderProgram() {
freeCompiledShaders();
if (_program_id != 0) {
// Make sure this program isn't used at the moment.
GL_state.UseProgram(0);
glDeleteProgram(_program_id);
}
}
opengl::ShaderProgram::ShaderProgram(ShaderProgram&& other) noexcept : _program_id(0), Uniforms(this) {
*this = std::move(other);
}
opengl::ShaderProgram& opengl::ShaderProgram::operator=(ShaderProgram&& other) noexcept {
std::swap(_program_id, other._program_id);
std::swap(Uniforms, other.Uniforms);
return *this;
}
void opengl::ShaderProgram::use() {
GL_state.UseProgram(_program_id);
}
GLuint opengl::ShaderProgram::getShaderHandle() {
return _program_id;
}
void opengl::ShaderProgram::addShaderCode(opengl::ShaderStage stage, const SCP_string& name, const SCP_vector<SCP_string>& codeParts) {
auto shader_obj = compile_shader_object(codeParts, get_gl_shader_stage(stage));
opengl_set_object_label(GL_SHADER, shader_obj, name);
_compiled_shaders.push_back(shader_obj);
glAttachShader(_program_id, shader_obj);
}
void opengl::ShaderProgram::freeCompiledShaders() {
for (auto& compiled_shader : _compiled_shaders) {
glDetachShader(_program_id, compiled_shader);
glDeleteShader(compiled_shader);
}
_compiled_shaders.clear();
}
void opengl::ShaderProgram::linkProgram() {
link_program(_program_id);
// We don't need the shaders anymore
freeCompiledShaders();
}
void opengl::ShaderProgram::initAttribute(const SCP_string& name, opengl_vert_attrib::attrib_id attr_id, const vec4& default_value)
{
auto attrib_loc = glGetAttribLocation(_program_id, name.c_str());
if (attrib_loc == -1)
{
// Not available, ignore
return;
}
_attribute_locations.insert(std::make_pair(attr_id, attrib_loc));
// The shader needs to be in use before glVertexAttrib can be used
use();
glVertexAttrib4f(
attrib_loc,
default_value.xyzw.x,
default_value.xyzw.y,
default_value.xyzw.z,
default_value.xyzw.w
);
}
GLint opengl::ShaderProgram::getAttributeLocation(opengl_vert_attrib::attrib_id attribute) {
auto iter = _attribute_locations.find(attribute);
if (iter == _attribute_locations.end()) {
return -1;
} else {
return iter->second;
}
}
opengl::ShaderUniforms::ShaderUniforms(ShaderProgram* shaderProgram) : _program(shaderProgram) {
Assertion(shaderProgram != nullptr, "Shader program may not be null!");
}
size_t opengl::ShaderUniforms::findUniform(const SCP_string& name)
{
auto iter = _uniform_lookup.find(name);
if (iter == _uniform_lookup.end()) {
return INVALID_SIZE;
} else {
return iter->second;
}
}
void opengl::ShaderUniforms::setTextureUniform(const SCP_string& name, const int texture_unit)
{
Assertion(GL_state.IsCurrentProgram(_program->getShaderHandle()),
"The program must be current before setting uniforms!");
size_t uniform_index = findUniform(name);
bool resident = false;
if (uniform_index != INVALID_SIZE) {
Assert(uniform_index < _uniforms.size());
uniform_bind* bind_info = &_uniforms[uniform_index];
if (bind_info->value == texture_unit) {
return;
}
bind_info->value = texture_unit;
resident = true;
}
if (!resident) {
// uniform doesn't exist in our previous uniform block so queue this new value
uniform_bind new_bind;
new_bind.name = name;
new_bind.value = texture_unit;
_uniforms.push_back(new_bind);
_uniform_lookup[name] = _uniforms.size() - 1;
}
glUniform1i(findUniformLocation(name.c_str()), texture_unit);
}
GLint opengl::ShaderUniforms::findUniformLocation(const SCP_string& name) {
auto iter = _uniform_locations.find(name);
if (iter == _uniform_locations.end()) {
// Lazily initialize the uniform locations when required. This avoids keeping a list of all uniforms in the code
auto location = glGetUniformLocation(_program->getShaderHandle(), name.c_str());
if (location == -1)
{
// This can happen if the uniform has been optimized out by the driver
mprintf(("WARNING: Failed to find uniform '%s'.\n", name.c_str()));
}
_uniform_locations.insert(std::make_pair(name, location));
return location;
}
else {
return iter->second;
}
}